Kargin - Spell Notes
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Lower Resistance (Abjuration/Alteration)
Range: 40 ft.
Duration: 1 round/level Casting Time: 5
Area of Effect: 1 creature Saving Throw: NoneWhen cast upon a target creature, this spell will lower the Magic Resistance of this creature by 10% + 1% per level of the caster. There is no Saving Throw and the target’s Magic Resistance, if any, does not affect this spell. For example, if a creature has 60% Magic Resistance and this spell is cast on it by a 15th-level Mage, then the target’s Magic Resistance would be lowered by 25% automatically. This effect is cumulative for each casting of this spell: If Lower Resistance was cast upon the same creature again, the creature’s Magic Resistance would be 60% - 25% (initial casting) - 25% (current casting), which would leave the creature with 10% Magic Resistance. This spell will last until its duration expires and cannot be dispelled.
Note: This spell is not affected by Dispel Magic; once it has been cast, there is no way to cancel the effects until the spell expires.
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Greater Malison (Enchantment/Charm)
Range: Visual range of the caster Duration: 2 rounds/level
Casting Time: 4
Area of Effect: Up to 60-foot cube
Saving Throw: NoneThe spell allows the caster to adversely affect all their enemies’ Saving Throws. The effect is applied to all hostile creatures within the area of effect. Opponents under the influence of this spell make all Saving Throws at a penalty of -4.
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Secret Word (Abjuration)
Range: Visual sight of caster Duration: Instant
Casting Time: 4
Area of Effect: Target creature
Saving Throw: NoneWhen this spell is cast at a target creature it dispels one spell protection of 8th level or lower. The spells that are affected by this are: Minor Spell Turning, Minor Globe Of Invulnerability, Spell Immunity, Spell Deflection, Spell Turning,andSpellShield. The target’s Magic Resistance, if any, does not affect this spell.
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Consumptive Field
(Spell Compendium, p. 51)Necromancy [Death, Evil]
Level: Cleric 4,
Components: V, S,
Casting Time: 1 standard action
Range: 30 ft.
Area: 30-ft.-radius emanation centered on you
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: YesSweeping your arm about and clutching it to your chest, you draw the last breaths of fallen foes from their choking mouths and inhale them to fuel your own power.
All creatures in the area with fewer than 0 hit points that fail their saving throws die, and you gain 1d8 temporary hit points and a +2 bonus to Strength for each death caused by this spell and until the spell’s duration expires.
Additionally, your effective caster level increases by one per death caused by this spell, to a maximum increase of half your original caster level, improving spell effects that are dependent on caster level. (This increase in effective caster level does not grant you access to more spells, and it does not increase the duration of this spell.)
Creatures that fall to —1 hit points or lower in the area after the spell is cast are likewise subject to its effect.
No creature can be affected by this spell more than once per casting, regardless of the number of times that the area of the spell passes over them.
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Mark of the Enlightened Soul
(Dragon Magic)Transmutation [Good]
Level: Cleric 4, Sorcerer 4, Wizard 4,
Components: V, S,
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 3 rounds or until endedYour hands glow softly, as if illuminated from within by a bright light.
This spell adds a touch of good to your magic, granting you special potency against your evil-aligned enemies.
Your spells gain the good descriptor.
Any spell you cast of 3rd level or lower deals +50% damage to evil-aligned creatures.
As part of the casting of this spell, you can sacrifice one sorcerer spell slot of 5th to 9th level; doing this increases the maximumlevel of spells affected by mark of the enlightened soul to the level of the sacrificed slot minus 1.
For example, if you spend a 4th-level spell slot to cast the spell and a 7th-level spell slot to augment it, you would deal extra damage to evil-aligned creatures with spells of 6th level or lower.
Special: A good-aligned caster of the dragonblood subtype can choose to end this spell’s duration by activating protection from evil (as the spell, but targeting itself) as a swift action.
This effect lasts for the normal duration of protection from evil. -
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Raising Effective Caster Level
-Practiced Spellcaster (+4)
-Orange Ion Stone (+1)
-Beads of Karma (+4)
-Ring of Arcane Might x2 (+2) (could wear two more if you chose the Extra Rings feat)
-Robe of Arcane Might (+1)
-Suffer the Flesh (+5) (With some con damage to heal) (Magic of Eberron)
Note on Stacking.
Ring of Arcane Might won’t stack, while it is considered a non-labeled modifier, it still comes from a like source. (there was discussion of a mana welder earlier that could get around this)
Stacking
In most cases, modifiers to a given check or roll stack (combine for a cumulative effect) if they come from different sources and have different types (or no type at all), but do not stack if they have the same type or come from the same source (such as the same spell cast twice in succession). -
Sakkratar’s Triple Strike
(Lost Empires of Faerûn)
Transmutation
Level: Sorcerer 5, Wizard 5,
Components: V, S, M,
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature/level, no two of which may be more than 30 ft. apart
Duration: 1 round
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)This spell, created by a coronal of Cormanthyr from days long past, imbues a number of targets with devastating speed in battle.
Each subject of Sakkratar’s triple strike can take two extra attacks when making a full attack action, provided that it attacks with a melee weapon it is holding.
These extra attacks are made using the subject’s full base attack bonus, plus any modifiers appropriate to the situation.In addition, each affected creature’s melee weapon bursts into pure white flame, gaining the keen and flaming burst special abilities for the duration of the spell.
This effect is not cumulative with similar effects, such as a haste spell or a weapon of speed, nor does it grant an extra action.Material Component: A three-faceted prism.
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Bigby’s Besieging Bolt (Evocation)
Range: Special
Components: V,S,M
Duration: 1 round/2 levels
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
This spell is similar to magic missile when the spell is cast, the mage is able to fire one magic siege bolt for every two levels of the caster. The bolt will behave as a given siege engine missile in range and effect. The type of siege missile the bolt mimics depends on the caster’s level
Magic-user’s level siege engine missile mimicked:
12th Catapult, Light
14th Catapult, Heavy
16th Trebuchet
The bolt must be launched at the rate of one every two rounds in succeeding rounds. During this time the caster can do nothing else. If the spell is interrupted, no additional bolts can be launched. The bolt strikes their target unerringly. The material components are a small stone sprinkled with diamond dust.
[Note: Page 80; Wizard’s Compendium 1; Needs Revision to 10E version]
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Bigby’s Most Excellent Force Sculpture (Evocation)
Range: 30 yds.
Components: V,S,M
Duration: 6 turn’s +1 turn/level
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None
This spell is the most advanced form of the force sculpture spells. The object formed can be highly complex, containing many moving parts, such as a siege machine or sailing ship. Parts of an object simulated could be as flexible as a rope or the wood of a bow. So a large net, balista, Rope Bridge, or collection of crossbows could be formed. As with lesser force sculptures, fine or accurate detail requires additional 2d4 rounds to form, Along with sufficient skill as an artist or artisan. Up to one cubic yard per level of the caster can be formed. With the exceptions noted above, the spell is otherwise identical to the 4th level spell of the same type. The material component is a lump of clay mixed with 1,000 g.p. worth of diamond dust, which vanishes when the spell is used.
[Note: Page 84; Wizards Compendium 1; Needs to be revised to 10E]
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Combine
Level 9 [Invocation/Evocation]Range: Range
Duration: Up to 1 turn
Area of Effect: The caster
Components: V, S, M
Casting Time: 9
Saving Throw: NoneCombine allows the caster to meld two other currently memorized spells together so that they can be cast simultaneously with joined effects. The two spells cannot exceed more than seven total spell levels, so a 3rd- and 4th-level spell could be combined, or a 5th- and 2nd-level spell, or any other combination that falls within these limits. The spells remain linked in the caster’s mind for up to one full turn. If the combined form is not cast in this time, the linked spells automatically dissociate from each other, and the combine spell is wasted.
When the paired spells are actually cast, the most restrictive casting time, range, area of effect, etc., are used. For example, if enervation and slow are combined, the joint spell would only affect a single creature, because enervation only strikes one target. The casting time would be 4 and the range would be 10 yards/level due to enervation’s characteristics, but the duration would be based on slow and would only be 3 rounds plus 1 round/level.
The material component is a small pair of golden rings.
[Note: Page 155; Wizards Compendium 1; Needs conversion to 10E]
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you talkin’ bout this ?
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@dwarf said in Kargin - Spell Notes:
you talkin’ bout this ?
Yep that is it, thought it was called summon magic.
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Sphere of Ultimate Destruction
(Unapproachable East)Conjuration (Creation)
Level: Sorcerer 9, Wizard 9,
Components: V, S, M,
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: 2-foot-radius sphere
Duration: 1 round/level (D)
Saving Throw: Fortitude partial (see text)
Spell Resistance: YesYou conjure a featureless black sphere of nothingness that disintegrates almost anything it touches.
It flies at up to 30 feet per round and attacks the creature or object you indicate.
You must succeed at a ranged touch attack to strike a creature with the sphere.
The sphere stops moving for the round when you make an attack on a creature or object.
You must actively direct the sphere on your action to move it to a new target; this requires a move-equivalent action on your part.The sphere winks out if it exceeds the spell’s range. If the sphere ends its movement in a square occupied by a creature or object, the target must succeed at a Fortitude save or be subject to a disintegrate effect. If successful, the creature or object is only partially affected and takes 5d6 points of damage instead. If the sphere is directed to strike an object or part of an object, it disintegrates the 5-foot cube it occupies. The sphere may destroy one creature, object, or 5-foot cube of matter per round, provided it is directed to a suitable target.
The sphere of ultimate destruction counts as a disintegrate spell for the purpose of destroying a wall of force (or any other spell or effect specifically affected by a disintegrate spell).
Material Component: A pinch of dust from a disintegrated creature. -
BLACK BLADE OF DISASTER
Conjuration (Creation)
Level: Sorcerer/wizard 9
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Sword-shaped planar rift
Duration: Concentration, up to
1 round/level
Saving Throw: None
Spell Resistance: YesAs you cast the spell, a large black tear in the universe appears in the form of a crackling ebony sword made of the material of the planes. The blade flies off at your mental command to destroy your foes. You create a black blade-shaped planar rift about 3 feet long. The blade strikes at any creature within its range, as you desire, starting the round you cast the spell. The blade makes a melee touch attack against its designated target once each round. Its attack bonus is equal to your base attack bonus + your Intelligence bonus or your Charisma bonus (for wizards and sorcerers, respectively).
Anything hit by the blade is disintegrated if it fails a Fortitude save, taking 2d6 points of damage per caster level (maximum 40d6), or 5d6 points of damage if the saving throw is successful. The blade can pass through any magical barrier equal to or less than its spell level, but cannot penetrate dead magic areas or an antimagic field. It can harm ethereal and incorporeal creatures as if it were a force effect.
The blade always strikes from your direction. It does not get a flanking bonus or help a combatant get one. If the blade exceeds its range or goes out of your line of sight, the spell ends. You can direct the blade to attack another target as a standard action.
A gate spell can be used to counterspell a black blade of disaster. A dimensional anchor spell cast at the blade dispels it automatically. The blade cannot be harmed by physical attacks, but dispel magic, a sphere of annihilation, or a rod of cancellation can affect it. Its touch attack AC is 13.
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SHIELD OF WARDING
Abjuration [Good]
Level: Cleric 3, paladin 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One shield or buckler
touched
Duration: 1 minute/level
Saving Throw: Will negates (object,
harmless)
Spell Resistance: NoYou press your palm against the shield and speak the words of power. A silver radiance, in the shape of your holy symbol spreads over the shield. The touched shield or buckler grants its wielder a +1 sacred bonus to Armor Class and on Reflex saves, +1 per five caster levels (maximum +5 at 20th level). The bonus applies only when the shield is worn or carried normally (but not, for instance, if it is slung over the shoulder).
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Reality Maelstrom
Evocation
Level: Sorcerer/wizard 9
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius emanation centered on a point in space, and 40-ft.-radius emanation centered on the same point; see text
Duration: 1 round
Saving Throw: Will negates, Reflex negates; see text
Spell Resistance: YesA lightning strike and a tearing sound as loud as thunder fills the area as a hole in space opens. Wind rushes into the void, and objects nearby lift into the air as everything is drawn inexorably toward the rip in reality.
You tear a temporary hole in reality itself that sucks all loose material and living creatures into it, sending them to a random plane (see sidebar). Everything sucked into the reality maelstrom goes to the same plane.
Reality maelstrom has a primary area and a secondary area. The primary area is the hole itself: a sphere with a 20-foot radius centered on the spell’s point of origin. Within that area, all unattended objects weighing 100 pounds or less are sucked into the maelstrom, as are all individuals who fail a Will saving throw.
The rip also creates a windstorm of air that affects objects and creatures in the secondary area of the spell. The secondary area is all the space farther than 20 feet from the spell’s point of origin but not farther than 40 feet away. All unattended objects within the secondary area that weigh 50 pounds or less are drawn into the primary area of the maelstrom. Individuals within the secondary area must make a Reflex saving throw. Those who fail are sucked into the primary area and must then make a Will saving throw to avoid being drawn into the maelstrom. Individuals who succeed on either saving throw can move and attack as normal.
A reality maelstrom is a one-way portal, so nothing ever emerges from the hole the spell makes.
Material Component: A golden hoop no less than 1 inch across.
SpC
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Death Ward, Mass
(Spell Compendium, p. 61)Necromancy
Level: Cleric 8, Druid 9,
Components: V, S, DF,
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature/level, no two of which are more than 30 ft. apartSensing the spark of life in your allies through your magic, you bolster that spark and protect it from harm.
This spell functions like death ward (PH 217), except as noted above
Death Ward
Necromancy
Level: Clr 4, Death 4, Drd 5, Pal 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)The subject is immune to all death spells, magical death effects, energy drain, and any negative energy effects.
This spell doesn’t remove negative levels that the subject has already gained, nor does it affect the saving throw necessary 24 hours after gaining a negative level.
Death ward does not protect against other sorts of attacks even if those attacks might be lethal.
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Wail Of The Banshee
Necromancy [Death, Sonic]
Level: Death 9, Sor/Wiz 9
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: One living creature/level within a 40-ft.-radius spread
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: YesYou emit a terrible scream that kills creatures that hear it (except for yourself).
Creatures closest to the point of origin are affected first.
SRD